#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;

layout (binding = 0) uniform UBO 
{
    mat4 projection;
    mat4 model;
    vec4 lightPos;
} ubo;

layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;

out gl_PerVertex
{
    vec4 gl_Position;
};

void main() 
{
    outNormal = inNormal;
    outColor = inColor;
    outUV = inUV;
    gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
    
    vec4 pos = ubo.model * vec4(inPos, 1.0);
    outNormal = mat3(ubo.model) * inNormal;
    vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
    outLightVec = vec3(0) - pos.xyz;
    outViewVec = -pos.xyz;        
}